ORAS OU Now We Die [Salamence-Mega]

Now We Die


salamence.gif
magnezone.gif
azumarill.gif
excadrill.gif
latias.gif
tyranitar.gif

Introduction:

Heeey what's up smogon. Because we all know that Salamence is not uber and it will be banned I decided to make a RMT just to show the power that mega salamence can have.

To start I didn't really ladder with that team so donk ask for rank or something.


Teambuilding process:

Pff whatever... I just took some mons that could fit with Pinsir but instead of using it I took Salamence, which is better.


In-depth analysis:


tumblr_na3hjgFYa51qkz08qo3_500.gif


Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast / Substitute.
- Return
- Earthquake
- Dragon Dance

Salamence: I don't really know how to start with you Salamence but I could say that some people hate you. Here's why: Salamence is a huge threat in OU. When it megaevolves it has the same ability as Pinsir-Mega: Aerialite, that it's so strong with moves like Return or Double Edge. As its normal ability I have Intimidate because it gives you the chance to switch more into Salamence vs. physical moves. With that I'm not saying that Moxie is a bad option but you are more likely to megaevolve when you have the chance and not to try to OHKO the opponent's pokemon without megaevolving to get a +1 attack boost.

"Dragon Dance Mega Salamence is capable of sweeping entire teams after a single boost"

Return / Double Edge are required to maximise Salamence's damange with Aerialite. In my case I use Return because Double Edge has recoil, so I have more survivability.

Earthquake covers Rock- and Steel-types, such as Tyranitar, Mega Diancie, Jirachi, Heatran, Magnezone, and Bisharp and Fire Blast, that is superior to Fire Fang, is for Ferrothorn, Mega Metagross, Mega Scizor, and Skarmory.


Magnezone.jpg


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

Magnezone: Choice Scarf Magnezone is normally unexpected, so it allows to surprise the opponent potentially. Mangnezone doesn't have a lot of speed but it can be a great late game-cleaner with it's STAB moves moves off its enormous base 130 Special Attack. It can also serve as a decent revenge killer to some Pokemons such as Mega Pinsir, Thundurus, and Talonflame.
Magnezone's ability is Magnet Pull so that means it can trap Steel-types such as Ferrothorn, Scizor, and Skarmory and defeat them.
Maximum Speed EVs with a boosting nature and a Choice Scarf allow Magnezone to outspeed everything slower than Thundurus, which is the majority of the unboosted tier. It also outspeeds non-Jolly Talonflame, which makes Magnezone a good check to teams that are centered around Flying-types.

Volt Switch is great if you want to change while Thunderbolt is used when you want more damange.
Flash Cannon is useful for hitting Fairy-types super effectively and providing neutral coverage on Ground- and Dragon-types.

Other options: Magneton with a Choice Scarf item can be used in order to outspeed Greninja but then you're losing the bulk that it needs.


Azumarill.jpg


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

Azumarill: Assault Vest allows Azumarill to check some special attackers such as Greninja, that has Gunk Shot, and Keldeo.
Azumarill can also thank some physical attackers such as Mega Charizard X, Mega Gyarados, and Dragonite. Because of that a HP investment is better option than a Special Defense one.
12 EVs are moved from HP to Special Defense in order to reduce amount of damage Azumarill takes from entry hazard and weather damage.
Also because Azumarill has Huge Power it can be a huge threat for the opponent.

Aqua Jet allows Azumarill to hit faster mons such as Landorus, Thundurus, Mamoswine, Volcarona, Excadrill and others.
Knock Off helps vs. some Psychic-types such as Gothitelle or Mew. It also a save option to use when the opponent changes so you know that you will knock down the item that the other pokemon has unless it's a megastone.
Waterfall gives Azumarill a much more powerful Water-type STAB move to hit bulkier Pokemon such as Hippowdon and Heatran.
Play Rough helps vs. Dragon and Dark-type pokemons. Faerie moves also do neutral damange vs. some types, which is great.


Excadrill.jpg


Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Swords Dance

Excadrill: Excadrill is the sand sweeper. Sand Rush allows Excadrill to outspeed everything under the sand. Also because of the Air Baloon item it can switch into ground moves and then use Swords Dance without fearing anything.

Earthquake is Excadrill's primary STAB move, as it sports great power and coverage.
Iron Head is the chosen instead of X-Scizor or Shadow Claw because of the STAB and also because it helps vs. Faeries to hit Fairies such as Clefable, Mega Gardevoir, and Sylveon super effectively. It can also help vs. Pokemon with Ground-type immunities such as Gliscor and Landorus, that are common Excadrill checks, Latios, Latias and others.
Rock Slide is great to check Flying- and Fire-types that can threaten Excadrill such as Talonflame or/and Thundurus. Swords Dance can allow Excadrill to sweep teams late-game.


Latias.jpg


Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Hidden Power [Fire]
- Healing Wish

Latias: Latias is chosen over Latios for the bulk that it has so that means It can take more Grass / Electric moves that Azumarill can't take. Latios is more like to be a offensive pokemon while Latias is more like a bulky pokemon.

Draco Meteor allows Latias to OHKO some threats such Landorus, Keldeo, and Thundurus.
HP Fire allows Latias to 2HKO Ferrothorn and Skarmory and OHKO Scizor and it's chosen instead of Psychic or Psyshock since that team has Salamence-Mega to deal vs. Grass (Specially Venusaur-Mega)/ Fighting-types.
Defog is needed in order to get rid of hazards.
Healing Wish can help you to win the weather war If It's needed so you can heal your Tyranitar and keep the sand or go for a Excadrill / Salamence and try to sweep.

Other options: Latias with a Choice Scarf item can be used in order to outspeed Keldeo, Mega Venusaur, Gengar, Greninja, Charizard-Y and others. With a Choice Scarf item you are more likely not have defog in your set but if you have it it can be a good point to surprise the opponent. In the other hand it's bad because Choice Scarf will limit your moves and with Latios you're more likely to hit than use defog.
A great solution for that could be to use Rapid Spin Excadrill.


Tyranitar.jpg


Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Crunch
- Stone Edge
- Earthquake

Tyranitar: Tyranitar is the lead. A Defensive Ev spread is chosen in order to have more survivability.
Smooth Rock is required in order to keep sand more turns so Excadrill will have a chance to sweep.
Stealth Rock is obvious here.

Crunch is Tyranitar's Dark-type STAB move of choice, and hits Psychic-types such as Latias and Latios as well as Gengar. Earthquake hits Lucario, Heatran, Bisharp, and Excadrill hard. Stone Edge can be is used as a Rock-type STAB move to OHKO Talonflame, Mega Charizard Y, and Mega Pinsir.

Other options: Ice Beam can be used in order to hit Landorus, Garchomp and Salamence so they won't have a free switch in. It also helps vs. Gliscor and Hippowdon.

The Cores:

Salamence + Azumarill + Magnezone: Azumarill covers Salamence Dragon-type weakness. And Magnezone can take perfectly Dragon-type moves. Also Salamence is inmune to ground moves, which is great.

Latias + Magnezone : Magnezone can take Dragon-type moves and defeat some Faerie-type pokemons. Latias can take hits from Fighting- and Fire-type moves and it has levitate so Ground-type moves won't affect him.

Latias + Azumarill: Azumarill covers Latias Dragon-type weakness. Latias can take hits from Electric- and Grass-type moves.

Tyranitar + Latias: Latias can take hits from Fighting-, Grass-, Water-type moves.

Tyranitar + Excadrill: Excadrill, thanks to sand rush, takes adventage from the sandstorm that Tyranitar provides.


Other options:

Choice Scarf Latios version:

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Return
- Earthquake
- Dragon Dance

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fighting]
- Trick

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Crunch
- Stone Edge
- Earthquake

Threath list:

Greninja: Nothing can stop greninja a part from a +1 Salamence-Mega on my team. If it doesn't have Gunk Shot I can check it with Azumarill.

Metagross-Mega: Only Excadrill under sandstorm can defeat it and it normally has Agility so it will be faster even under the sandstorm.

Sceptile-Mega: It outspeeds every pokemon of my team exept from Excadrill under the sand. Sap Sipper Azumarill walls it but isn't worth it.

Bisharp: If it has Swords Dance It can be a threat. Azumarill can try to check it.

Mamoswine: Nothing can really switch into Mamoswine with that team.

Tyranitar: Not really a threat but can trap my Latias with pursuit.


Importable:

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Return
- Earthquake
- Dragon Dance

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Swords Dance

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Hidden Power [Fire]
- Healing Wish

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Crunch
- Stone Edge
- Earthquake

https://www.youtube.com/watch?v=PJKReRPG5tM
 
Last edited:
I would say run HP Fighting over Fire on latias because its hits heatran , and hits bisharp a lot harder.
also in my personal opinion i like sub, dd, roost, return mega mence but its your team. but your team looks fine
 
Hey bro , nice team. I think that you have too much fire coverage , so i would change Salamence's fire blast to Substitute , which allows you to setup safely in a lot of situations and sweep more easily , as well you can also avoid status moves.
 
Back
Top